Huge Celestial, Chaotic Neutral
Armor Class 19 Natural
Hit Points 270 (20d12 + 140)
Speed 40 ft., climb 30 ft., swim 30 ft.
STR
30 (+10)
DEX
14 (+2)
CON
24 (+7)
INT
18 (+4)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws STR +16, CON +13, CHA +11
Skills Arcana +10, Athletics +16, Deception +11, History +10, Insight +8, Nature +10, Perception +8, Persuasion +11, Religion +10
Damage Vulnerabilities Cold
Damage Resistances Acid, Fire, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning
Condition Immunities Blinded, Charmed, Deafened, Exhaustion
Senses Blindsight 150 feet, Darkvision 150 feet, Passive Perception 12
Languages All
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

 

A Servant of the Forgotten: If a creature learns The Harbinger's true name and speaks it while attuned and holding The Staff of the Nameless and The Amulet of Saint Thrana, it will accept whatever commands are given to it and follow them to the best of its ability. It will not willingly attack the one who has ordered it, nor their allies.

Fast Healing: The Harbinger regains 20 hitpoints at the beginning of it's turn, provided it has at least 1 hitpoint.

Harbinger of the End: The Harbinger deals quadruple damage to structures (including its attacks, spells, legendary actions, lair actions, and regional effects) and its natural attacks count as magical. It does not need to sleep, breathe, or eat, and it cannot age or grow old.

Legendary Resistance: Three times per day, The Harbinger may choose to succeed on a saving throw it fails.

Voice of Ruin: Any creature listening to the Harbinger's voice for longer than a minute suffers 1d6 necrotic damage and must make a D.C. 15 constitution save or receive a level of exhaustion. The damage and save are repeated once every minute.

Tracks of Runes: The Harbinger's footprints carve magical runes into the ground- Survival checks to track it are made with advantage. However, the Harbinger learns the identity, condition, and purpose of any creature that attempts to do so.

Calamitous Rebirth: 1 minute after the Harbinger is dropped to 0 hitpoints, it's corpse becomes the center of a terrible storm (nonmagical, but equivalent to both the whirlwind and firestorm spells, D.C. for both is 20 ) the following round, the Harbinger's body is restored to pristine condition, and it gets back up with half of its total hitpoints. It may only be reborn once a year.

Spellcasting: The Harbinger is a 17th level caster, that uses charisma as its spellcasting ability. It's spell save D.C. is 19, and it's spell attack modifier is +11

 

Spells prepared:

3rd (5 slots)- Counterspell, Spirit Shroud, Nondetection

7th (4 slots)- Whirlwind, Mirage Arcane, Temple of the Gods

8th (4 slots)- Feeblemind, Earthquake, Illusory Dragon

9th (2 slots)- Psychic Scream, Invulnerability, Meteor Swarm

 

 

 

Actions

Multiattack. The Harbinger makes one Gore attack against a target in range. Then, it makes a Reaping Claws attack against as many targets in range as it chooses. 

Gore. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: (4d10+10) [piercing] and (5d10) [lightning] damage. Gore causes a critical hit on a roll of 19 or 20.

Reaping Claws Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: (3d8+10) [slashing] (4d6) [fire] and (4d6) [necrotic] damage. A target hit by Reaping Claws has its speed reduced by 20 feet until the start of its next turn.

The Jaws of Oblivion Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: (3d10+10) [piercing], (8d8) [lightning] and (8d8) [force] damage, and the target must make a D.C. 20 Wisdom save or suffer the effects of a Slow spell for the next minute. This is not a spell or a magical effect. Recharge 5,6

Legendary Actions

The Unsealed Harbinger has three legendary actions per turn.

Spell (1 action): The Harbinger casts a spell, using a slot as normal.

Howl (1 action): The Harbinger recharges it's Jaws of Oblivion ability. All creatures within 100 feet of it must make a D.C. 20 charisma save or be frightened until the end of their next turn.

Frenzy (2 actions): The Harbinger moves up to it's walking speed, and immediately makes a reaping claws action

Oblivion (3 actions): The Harbinger uses its Jaws of Oblivion ability

 

Description

The Harbinger resembles a towering wolf with short, thick (relative to its torso) limbs ending in wicked hooked claws. Its fur is a warm cream color, with lines of gold and burgundy forming intricate runic patterns. It's head bears the magnificent horns of a many-pointed buck, stark, glossy black, with arcs of electricity jumping between them. It's mouth leads to an inky black void.

 

It was created by a god whose name has since been stripped from existence, as a contingency against some long-forgotten rival. It's purpose was to scrub life off of a plane, so that the gods could start their work anew with a blank canvas. While it does not enjoy or relish this task, it cannot unmake itself, and cannot halt its progress. Only the remnants of its divine creator can sway it from its course. For good, or for ill.

Lair and Lair Actions

The Unsealed Harbinger has no specific lair to speak of, but instead simply exists as the center of a 10 mile diameter roiling cloud of windborn ash, smoke, and dust, that crawls along the ground, and within which arcs of lightning dance. In effect, it brings its lair with it.

In the outer 4 miles of the cloud, the air is difficult to breathe, the wind pushes like a windstorm, lighting arcs through the air, and visibility is limited by the particulate. Animals flee the area, and plants are choked in dust and soot. Trees and structures fair better, but over time are struck by lightning, shattering apart, bit by bit. Mechanically, any creature that needs to breathe must make a D.C. 15 constitution save for every hour they spend here- failure gains them 1 level of exhaustion. Additionally, visibility is limited to 20 feet- anything beyond that is considered heavily obscured. The obscurement requires a D.C. 20 survival check to avoid becoming lost for every hour traveled. The wind forces anyone traveling in the cloud to make a D.C. 15 strength or dexterity (creature's choice) save every hour. On a failure, their travel speed is halved for that hour, as the wind buffets and trips them. In combat, the wind counts as a strong wind, and any creature that uses a move action must make a D.C. 15 strength or dexterity (creature's choice) save or be pushed 10 feet in a random direction. Finally, any creature traveling in the open through the cloud has an hourly 25% chance of being struck by the rampant lightning. If struck, they must make a D.C. 15 dexterity save, or take 3d10 lightning damage. 

The inner mile of the cloud seems much more hospitable, at first- the air is clear here, and the wind settles to no more than a breeze. The surrounding cloud renders this area in a perpetual dusky twilight, and the air feels heavy, as though everything was waiting in anticipation. While all other effects dissipate, the hourly chance of being struck by lightning increases to 50%.

If the Unsealed Harbinger is defeated, the cloud falls still following a massive thunderclap, causing a gentle "rain" of ash and soot for the next hour. The regional effects disappear, save for the reminder of deposited debris and soot, and the trail of devastation left in its wake. 

Lair Actions

On initiative count 20 (losing initiative ties), the Unsealed Harbinger takes a lair action to cause one of the following effects; it can’t use an effect two rounds in a row:

  • The Weight- A creature the Harbinger can see within its lair must make a D.C. 20 constitution save or suffer the effects of a Slow spell for the next minute, as the air around it becomes incredibly heavy. It may save to end the effect of the spell, as normal, but it is not a magical effect.
  • The Weightless- A 20 foot radius cylinder, 100 feet tall, that the Harbinger can see within its lair becomes subject to an explosive Reverse Gravity spell. Any land-born creature caught in the radius must make a D.C. 15 dexterity save or lose their grasp on the ground. Any creature initially in the area that fails their save must make an additional D.C. 15 dexterity save or take 4d6 slashing and 4d6 bludgeoning damage from stones and debris hurled "up" at them. The "spell" lasts for 1d6 turns (and the Harbinger knows when it will end) But it is not a magical effect and cannot be dispelled.
  • The Drift- All creatures within 100 feet of the Harbinger must make a D.C. 20 strength save or be dragged 30 feet in a random direction
  • The Driftless- An arcing bolt of lighting cracks the ground within 100 feet of the Harbinger, and freezes in place. Everything in a 20 foot radius sphere must make a D.C. 20 reflex save. Creatures that fail their save take 10d6 lightning, and 4d6 slashing damage, as shards of the ground are thrown at them, and are knocked prone. A successful save halves the damage, but does not prevent them from being knocked prone. Afterwards, the debris hangs in the air, making the sphere difficult terrain for 1d6 rounds.

 

3rdeditiondruidplayer

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